ELVTR - Advanced UX/UI in Gaming Coursework

Overview:

A study of the game, Genshin Impact, to further apply UX/UI practices in a gaming context & how to communicate ideas to stakeholders. Project completed as part of ELVTR’s Advanced UX/UI in Gaming course.

Project Timeline

2 Weeks

Task

Research, Wireframing

My Roles & Responsibilities

Solo UX/UI Designer

Challenges

  • Short time span

  • Learning how to set experience goals and translating them into wireframes

  • Learning how to communicate with stakeholders through defining experience scope

Design Process

UX Design

I evaluated & analysed existing gameplay flows of Genshin Impact, focusing on the Character Screen and Domain results Screen.

After evaluating the current screens these are the potential areas of improvement:

  • Improve efficiency of decision making for players to keep or trash artifacts(gear)

  • Improve of efficiency of changing teams in between domain runs

  • Give players the opportunity to quickly trash unwanted artifacts during domain grinding

Flow Chart for Genshin Domain Gameplay

To better understand the looping gameplay when players farm for ‘Artifacts’(gear) in a domain, I created this flow chart.

Problem

One of the main issues that players face is that they are unable to change their team setup in between rounds while grinding the domain without exiting the domain and re-entering.

Prioritizing Experience Scope

Based on the goals set and problems identified through the gameplay flowchart,
These are the potential changes that are organized according to:

Original Character Screen

Experience Goals & Vision

The experience goals are listed down based on 3 of the video game pillars. Potential areas for improvement are noted down to be drafted out into wireframes.

Original Domain Results Screen

UI Design

Color code Artifact substats to improve Scannability of Good/Bad Artifacts

Wireframe & Iterations

Created low fidelity prototypes to bring clarity to the suggested ideas

Original Character Screen

Problem:

Artifacts not easily scannable to determine if it is good or bad

Iterated Character Wireframe 1

Solution:

Color coded stats is based on the current artifact tier system. Yellow(Legendary) > Purple(Epic)

Provide option for players to change teams mid domain without the need to exit

Original Domain Results Screen

Problem:

Unable to switch up teams in between domain rounds

Iterated Domain Results Wireframe 1

Solution:

Players can toggle on or off changing teams which would bring them to the team setup screen when they choose to continue challenge

Provide quick and easy ways for players to trash unwanted artifacts

Iterated Domain Results Wireframe 1

Iterated Domain Results Wireframe 2

Solution:

Players can select specific tiers of artifacts to turn into exp fodder materials & players are able to go in to view the legendary artifact’s stats to determine if they want to keep or mark for trashing.

Ability to sort artifacts by recently acquired

Iterated Character Wireframe 2

Iterated Character Wireframe 3

Solution:

Introduce a filter system to view recently acquired artifacts to improve discoverability.

Outcomes

  • Learnt the process of setting up experience goals under the different video game pillars

  • Able to practice working within a short time limit with limited resources

  • Learnt how to define experience scope and setting different tiers to better communicate with stakeholders on the priority of implementation

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